Okay, it's rough, but functional: a worksheet to help you design a mech
Instructions: Start on the "PCs" tab and fill in the level of each party member, as that determines how many points you can spend. Then go over to the other tab and start making choices.
Choices are green fields.
Light Grey fields do calculations for you.
This worksheet will NOT replace knowing how the rules work, and it lacks the capacity to make you follow the rules when designing your mech. But if you know how the design rules function, this should help you keep track of it all till it's done. If you find any serious errors, please let me know and I'll correct them. Otherwise I will probably leave it as is till the non-playtest rules come out.
A Role-Playing Game blog by Phil Forbes. For the player or DM who wants to daydream about things they may or may not ever use.
Thursday, July 30, 2020
Monday, July 27, 2020
The Last Starfighter Conversion
The
Last Starfighter Conversion
In 1984 the movie industry gave us a groundbreaking
scifi story about someone who won an arcade game, and as a result was launched
into an interstellar war between a technologically advanced, but pacifistic
society, and a much lower tech, but warlike society.
To defend itself the Star League recruited talented
people to pilot their Gunstar fighters. Fighters so powerful and dangerous,
that the Kodan Armada wouldn’t even consider an invasion unless they were able
to destroy every last one of them before the fighting even started. When they
found out one of them had survived the sneak attack on the gunstar base, they
almost retreated.
So what kind of fighter would it have to be if just
one was a serious threat to an armada?
If you examine the fighter craft Paizo have
published, they range from tier ¼ to tier 2. So presumably, a fighter that
would make an armada afraid would simply have to be much, much higher tier. It
also might not really be a fighter. Operated by a pilot and gunner, yes, but
using the fighter frame, no. If you watch this movie, at the end you see it
land near a multistory motel. This fighter towers over the human structure when
landed. It is positively massive… compared to something like a more
contemporary x-wing or colonial viper anyway. In addition to that, it carried
at least one weapon that could cause major damage to a capital ship, the
Carrier of the Kodan Armada. For these reasons, I chose to use an explorer
frame when converting this craft, the smallest frame that could mount a heavy
weapon.
The next design consideration was the fact that the
fighter has spherical coverage from 5 laser weapons. To replicate this, I made
use of gyrolasers. However, since we see these weapons one-shotting enemy
fighters, I made them the heavier Pulsed Gyrolasers. With one on the front, one
on each side, and 2 in the aft, it can point 3-4 of them at any one target,
making it extremely dangerous for any fighter craft to get too close. And while
they are short range, the gunner can use them at increasingly larger range
increments thanks to the state-of-the-art mk 10 duonode computer. As long as
this is operating as it did in the movie, against a large number of much lower
tier enemies, it should be dangerously lethal.
To combat the capital ship, the gunstar boasted a
particle weapon it saved specifically to fire on the carrier. This is
represented on my gunstar by a twin-linked Persistent Particle Beam, which can
unleash a devastating 20d6 point attack on an enemy ship, enough to make anyone
sit up and notice.
But that’s not all…
In the climactic scene of the movie, with
overwhelming numbers of fighters closing in, the gunstar activated a hidden prototype
system called death blossom, which unleashed so much firepower into the oncoming
fighters it simply erased them all from the map. To represent this, I installed
8 heavy laser arrays. Theoretically they would remain behind their panels until
needed, and most combat would be with the gyrolasers or particle beam.
Various other features were added based on my
observation of certain behaviors in the movie, like the quick ease with which
the ship was repaired, the difficulty anything had making passes at the
gunstar, or the durability it showed when the opposing capital ship rammed the
protagonist in the movie.
Anyway, I hope you all enjoy this beast of a “fighter.”
Gunstar
T18 Medium Explorer
Speed 12;
Maneuverability good (turn 1); Drift 2
AC 36; TL 35
HP 95; DT 0; CT 11
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120)
AC 36; TL 35
HP 95; DT 0; CT 11
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Forward) Twinned
Persistent Particle Beam (Long 20d6), Pulsed Gyrolaser (Short 3d8 Broadarc)
Attack (Port) Pulsed
Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy
Laser Array (Short 6d4 Array)
Attack (Starboard) Pulsed
Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy
Laser Array (Short 6d4 Array)
Attack (Aft) Pulsed
Gyrolaser (Short 3d8 Broadarc), Pulsed Gyrolaser (Short 3d8 Broadarc), Heavy
Laser Array (Short 6d4 Array)
Attack (Turret) Heavy
Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array), Heavy Laser
Array (Short 6d4 Array)
Power Core 2 Nova
Ultra (600 PCU); Drift Engine Signal Booster; Systems Ultra
long-range sensors, mk 8 armor, mk 8 defenses, mk 10 Duonode Computer;
Security
Systems Biometric Locks, Emergency Accelerator
Expansion
Bays Power Core Housing, Ghost Drive
Other Systems
Slime Patch System
Driving Off into the Sunset
Driving Off into the Sunset
Any time I talk about driving in an RPG, my min always comes back
to Mad Max. Starfinder is no different in that respect. Today’s offering in my
line-up of vehicle-based class features covers the mystic. It is partly
inspired by Mad Max himself, and partly inspired by the pseudo-religious
beliefs of the antagonists of Fury Road.
Mystic Connection - Shiny and Chrome
Associated Deities - Angradd and Besmara
Spells - 1st—Remote Operation, 2nd—Make Whole, 3rd—Burning Ash Cloud,
4th—Wall of Fire, 5th—Holographic Terrain, 6th—Shadow Walk
1st - Road Warrior - You gain a circumstance bonus to all
skill checks during a vehicle chase equal to +1. This increases by an
additional +1 at 3th level and every 3 levels after. As long as you are
piloting that vehicle, and it is in a chase, it gains a bonus to its hardness
equal to half your level.
3rd - Realm of Chrome - You are immune to the Flatfooted, Off
Balance, and Off Kilter conditions while on the outside of a vehicle. You gain
a climb speed equal to your base speed, which is only usable to climb vehicles.
When performing a boarding action during a vehicle chase, you count any failure
of 5 or more as if it were a failure of 4 or less instead.
6th - Chrome Rage - If you are driving a vehicle during a
vehicle chase, you may spend a standard action to create a hazard for all
vehicles in the next zone back to encounter. Make a piloting skill check and
compare it to the KAC of each vehicle in the following zone. Each one suffers a
hazard of a CR equal to the difference between the numbers. If the number would
be negative the hazard is ignored. This hazard only occurs once (until this
action is performed again) and you may choose whether it knocks vehicles off
course or does damage, but it must do the same to each vehicle it
affects.
9th - Tarnishing Fire - When you deal fire damage to a vehicle
with any spell or a weapon that uses petrol, you may ignore an amount of
hardness on that vehicle equal to your level. It also does damage to the crew
and passengers of the vehicle equal to the damage inflicted on the vehicle's
hit points, ignoring even total cover.
12th - Purity of Chrome - When you spend a resolve point and
rest to recover stamina points, you may spend an extra resolve point to have
your vehicle recover the same number of hit points as the number of stamina
points you recover.
15th - Summon Pothole - Any time you damage a vehicle with a
weapon that has the explode special property or an instantaneous spell with a
burst area that vehicle’s driver must make a piloting check DC 10+half your
level+the damage you dealt, or lose control of the vehicle.
18th - Wrath of the Road Warrior - You may spend 1
resolve point when you damage a vehicle with the broken condition. If you do,
that vehicle explodes dealing 1d10 bludgeoning and fire damage per item level
of the vehicle to everything within 5 feet of it per item level of the vehicle.
If that vehicle is in a chase it affects all vehicles in the same zone as it.
This also triggers Summon Pothole.
That's it for this week's entry into vehicle options. I hope you all enjoy it!
This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
Friday, July 24, 2020
Tyranid Hiveship
Tyranid
Hiveship
Tier 16 Gargantuan Biomechanical Carrier
Speed 8; Maneuverability Poor (Piloting --1,
Turn 3); Drift 1
AC 30; TL 21
HP 360; DT 10; CT 48
Shields none
Attack (Forward) Massive Ramming Prow (2d4 x 10),
Ultra Plasma Cannon (Medium 9d6 x 10 Line), Linked Connecting Tendrils (Short 6d6
Burrowing, Connecting, Mystic)
Attack (Port) 2 x Light Spore Launchers (Medium 14
3d6 Limited Fire 5, Spore)
Attack (Starboard) 2 x Light Spore Launchers (Medium
14 3d6 Limited Fire 5, Spore)
Attack (Turret) 2 x Linked Connecting Tendrils (Short
6d6 Burrowing, Connecting, Mystic)
Power Core 2 x Gateway Light (600 PCU); Drift
Engine Signal Basic; Systems Basic Medium-range sensors, Basic
computer, mk 8 armor, no defenses
Expansion Bays 2 Hangar bays with 4 Drone
Tubes (20 drones carried); 2 Drift Shadow Projectors
Other Systems Algal Shielding, Biocamouflage,
Root System, Slime Patch System
Tier 1 Tiny Biomechanical Racer
Speed 8; Maneuverability Perfect (Piloting +2,
Turn 0);
AC 20; TL 13
HP 20; DT -; CT 4
Shields None
Attack (Forward) Connecting Tendril (Short 3d6
Burrowing, Connecting, Mystic)
Attack (Turret) 2 x Flak Spore (Special, 2d4, Flak
Area, Limited Fire 2)
Power Core Micron Light (50 PCU); Drift
Engine -; Systems cut rate sensors, Basic computer, mk 7 armor, mk 1
defenses
Il'Fannor Dal'Yth Tau Merchant Fleet Light Cruiser
Il'Fannor
Dal'Yth
Tau Merchant Fleet Light Cruiser
It was originally designed to become the new workhouse of the fledgling Tau Empire, its Gravitic Drive being able to reach a third of normal warp speed. As the Gal'leath proved ineffective as a military vessel against the Orks, the Merchant was heavily redesigned into a cheap and effective (if rather slow) warship that remained the Tau's mainline military ship until the advent of the Lar'shi class. As a cruiser, it lacks the hard-hitting firepower, speed and durability of those of the other major races, but makes up for it by being very cheap and easy to produce.
Tier 16 Huge Bulk Freighter
Speed 4; Maneuverability Poor (Piloting --1, Turn 3); Drift 1
AC 32; TL 31
HP 240; DT 5; CT 32
Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)
Attack (Forward) Linked particle beam (Long 16d6)
Attack (Port) Railgun (Long 8d4), Light
particle Beam (Medium 3d6)
Attack (Starboard Railgun (Long 8d4), Light
particle Beam (Medium 3d6)
Attack (Turret) 2 x Linked Coilguns (Long 8d4)
Power Core Nova Ultra, Nova Light (450 PCU total);
Drift Engine Signal Basic; Systems Advanced Long-range
sensors, crew quarters (luxurious), mk 8 armor, mk 8 defenses, mk 3 tetranode
computer;
Security Systems 9 x tier 10 Heavy Antipersonnel
Weapons
Expansion Bays 3 cargo holds, 2 vaults, synthesis
bay, tech workshop, science lab, park, industry
Thursday, July 23, 2020
Nightshade Aeldari Corsair
Nightshade
Aeldari Corsair
Eldar
vessels are sleek and fragile-looking, gliding silently on their solar sails.
They are blisteringly fast, and in the right circumstances are capable of
speeds that far outstrip any other ships of their size. Eldar ships forego the
armor that ships of other races use, and instead rely on their speed and
Holofields to protect them, while using powerful weapons to tear enemy ships to
shreds.
Tier 11 Medium
biomechanical explorer
Speed 12;
Maneuverability good (turn 1); Drift 1
AC 21; TL 21
HP 75; DT —;
CT 11
Shields None
Attack (Forward) 3 x Heavy Solar Cannon (Medium range, 3d6 Sustained 2)
Attack (Turret) 2 x Heavy Aeon Torpedo Launcher (Long Range 12, 6d8 Limited Fire 5, Quantum)
Power Core Nova Ultra (300 PCU); Drift Engine Signal Basic; Sensors Basic long-range sensors; crew quarters (common); Basic computer; No armor, No defenses;
Security Systems: Cloaking Device, Basic; Holographic Mantle, 6 x Tier 10 Heavy Antipersonnel Weapon Mount
Expansion Bays: 3 cargo holds, Ghost Drive
Other Systems: Dendritic Interface, Paraforan Resonator mk 3
Monday, July 20, 2020
Index
Yggdrasil Star System
Starfinder Vehicle Stuff
- Soldier Fighting Style
- Solarian Powers
- Mechanic Custom Vehicle
- Witchwarper, Vanguard, Biohacker, Envoy, and Technomancer Options
- Mystic Connection
Starfinder Megacorp Stuff
Starfinder Summoning
Character Conversions
Spreadsheet Tools
Vehicle Based Class Options
Vehicle Based Class Options
In my ongoing series of
articles discussing new vehicle-based options for classes, I realized some
classes didn’t really need more than a little bit to get them there. Below are those
options.
Witchwarper
Paradigm Shifts
Witchwarpers ply the art of battlefield control. This is an art that can affect vehicles more then most other things, because vehicles are primarily about movement. I found it only needed a couple things added to make the class very relevant in a vehicle based game. The ability to warp the reality of a vehicle itself, and the ability to warp in beneficial effects rather than only hindering ones. Those two features can make them dangerous opponents on the highway.
Infinite Tire Tracks
You may spend one
resolve point to alter the normal area of your Infinite Worlds abilities to
target a specific vehicle instead of an area on the map. If this option is
used, that vehicle or it’s driver and passengers are treated as suffering the
effect of the power regardless of where it moves that turn. If the power
affects the vehicle, it makes a save against it to negate the effects. If the
ability targets the vehicle’s driver and passengers, each must individually
save against any applicable effects.
Even More Infinite
Your infinite world
power may be used to temporarily remove the listed environmental effect from an
area instead of applying it to that area.
Vanguard
Discipline
Vanguards don't have many points of their class in tune with vehicles. They are all about entropy, destruction. So the one point they have in common: hitting things really, really hard.
Entropic Ram
When you make a ram
attack while driving a vehicle, you may add your entropic strike damage and
effects to the ramming damage.
Biohacker
Theorum
Biohackers can't do much for the machinery of the vehicle, but they can do wonders for their fellow passengers. This technique was inspired by Azlanti Aeon Diffuser technology.
Hotbox
You may spend 1 resolve
point and concentrate one of your biohacks to an aerosol spray that is able to
apply its effects to the driver and passengers of the enclosed vehicle the Biohacker
is in. This cannot be used outside of an enclosed vehicle.
Envoy
Features
Envoys are skill monkeys, and eventually, they can add any skill to the list of things they can apply expertise to. In a vehicle based campaign, it's entirely appropriate to speed up the addition of driving to that list. Additional abilities help them mess with an enemy driver's head, or talk up all their passengers at the same time.
Envoy Expertise Talent
Driving Expertise
You may use expertise
with the Piloting skill as long as you are driving a vehicle.
Playing Chicken
As a standard action you
may make a bluff check opposed by your opponent’s piloting check. If you
succeed the target vehicle loses control for 1 round.
Envoy Improvisation
We’re all in this together
You may spend a resolve
point to make one of your improvisations that only targets a single ally to
instead target all allies in the vehicle you are driving.
Technomancer
Features
A technomancer is already a master of technology, but with a few tweeks, you can get a technomancer that's specialized in the driving arts.
Vehicle Cache
Rather than a handheld
device, your spell cache is a vehicle. Choose a vehicle your level or lower.
Each time you level up you may select a new vehicle. Your vehicle cache takes
the form of that vehicle. Any effect that summons your spell cache still works
normally, though it must be used in a space large enough for your vehicle to
occupy. Only you or creatures under your control, may drive your vehicle cache.
This otherwise functions as spell cache and replaces it.
Cache Hack - Driver’s
Cache
The driver uses their
technomancy to extract a supernatural performance out of their vehicles.
First Slot (6th Level):
Remote Operation, Patch Tech, Hold Portal
Second Slot (12th
Level): Make Whole, Optimize Technology, Security Seal
Third Slot (18th Level):
Handy Junkbot, Pinpoint Navigation, Probability Prediction
Up next week, we'll discuss being shiny and chrome...
---------------------------------------------------------------------------------------------------------
This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
Monday, July 13, 2020
And Now for Another Mechanic...
And Now for Another Mechanic...
Third in my series adding more vehicle options
to starfinder, after soldier and solarian options, I'm diving into the mechanic
class. Personally, I think it's been a grave injustice that mechanics of all people
didn't have this already, but here goes:
Mechanic Alternate Class Feature - Vehicle
(Replaces Artificial Intelligence)
You begin play with a customized vehicle you built
and maintain with your own hands. As you gain levels, the vehicle improves in
sophistication and becomes more powerful.
Chassis – Pick the type of vehicle you want to use:
- Cycle – a quick, maneuverable vehicle
with a minimum of cargo or passenger capacity.
- Cruiser – a midsized vehicle large
enough to transport the party and fast enough to get where ever you need to go.
- Hauler – a lumbering juggernaut of a
vehicle tough, dependable, and can carry massive amounts of cargo or
passengers.
This choice is permanent and cannot be changed
later.
Once you have chosen your chassis, consult the rules
in that chassis’s section to determine the statistics of your vehicle.
As directed, also consult this Size Chart:
Dimensions
|
Damage
|
DC
|
AC
|
Control
Modifier
|
Attack
Modifier
|
Payload
|
|
Diminutive
|
/4
|
-4
dice
|
+8
|
+4
|
+8
|
-8
|
/4
|
Tiny
|
/3
|
-3
dice
|
+6
|
+3
|
+6
|
-6
|
/3
|
Small
|
/2
|
-2
dice
|
+4
|
+2
|
+4
|
-4
|
/2
|
Medium
|
x.75
|
-1
dice
|
+2
|
+1
|
+2
|
-2
|
-
|
Large
|
x1
|
0
|
+0
|
+0
|
+0
|
+0
|
-
|
Huge
|
x2
|
+1
dice
|
-2
|
-1
|
-2
|
+2
|
x2
|
Gargantuan
|
x3
|
+2
dice
|
-4
|
-2
|
-4
|
+4
|
x3
|
Colossal
|
x4
|
+3
dice
|
-6
|
-3
|
-6
|
+6
|
x4
|
Cycle
Size – The Cycle’s
size is one step larger than the mechanic’s size.
Dimensions
– The base dimensions of the cycle are 5 ft. wide, 10 ft. long, 3 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the cycle’s actual size.
Type – Cruisers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the cycle are +2 Piloting for the control roll, and -1
attack (–3 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the cycle’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Cruisers
provide no cover to the driver or passengers.
Damage - All vehicles
have a collision attack. It’s damage and DC are decided by the rules in the
Core rulebook. The Size Chart shows the correct modifiers for that damage and
DC based on size.
Each cycle’s speed, HP, Hardness,
EAC and KAC are shown on the Cycle Chart, and are based on level.
EAC and KAC are further modified by the Size Chart.
Systems
– Each cycle gains the indicated systems at the appropriate level on the Cycle
Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The
number of points of payload you have available to spend is equal to the amount
indicated on the Cycle Chart, modified by the number indicated on the Size
Chart.
- 1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed,
no-cover seat for a medium passenger (a cycle may have no more than 1 exposed
passenger), modify this by the payload number on the size chart for larger
passengers (use size of passenger rather than size of vehicle).
- 5 points for a side-car that provides ½
cover to that passenger (a cycle may have no more than one side-car) , modify
this by the payload number on the size chart for larger passengers (use size of
passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger controlled weapon must be
designated as either a rear turret (360 degree fire arc) or a side-car turret,
which can fire in any direction except towards the driver at their side.
Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hardness
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
20
|
500
|
57
|
7
|
5
|
10/12
|
Autocontrol, Master
Control
|
10
|
1
|
2
|
20
|
500
|
57
|
14
|
5
|
11/13
|
10
|
1
|
|
3
|
25
|
625
|
71
|
21
|
5
|
13/15
|
Autopilot
|
10
|
2
|
4
|
25
|
625
|
71
|
28
|
5
|
14/16
|
10
|
2
|
|
5
|
25
|
625
|
71
|
35
|
5
|
16/18
|
10
|
3
|
|
6
|
30
|
750
|
85
|
42
|
7
|
17/19
|
Hover
|
15
|
3
|
7
|
30
|
750
|
85
|
49
|
7
|
18/20
|
15
|
4
|
|
8
|
30
|
750
|
85
|
56
|
7
|
19/21
|
15
|
4
|
|
9
|
30
|
750
|
85
|
63
|
7
|
20/22
|
15
|
5
|
|
10
|
35
|
875
|
99
|
70
|
7
|
22/24
|
15
|
5
|
|
11
|
35
|
875
|
99
|
77
|
10
|
23/25
|
20
|
6
|
|
12
|
35
|
875
|
99
|
84
|
10
|
24/26
|
Antigrav
|
20
|
6
|
13
|
35
|
875
|
99
|
91
|
10
|
26/28
|
20
|
7
|
|
14
|
35
|
875
|
99
|
98
|
10
|
27/29
|
20
|
7
|
|
15
|
40
|
1000
|
114
|
105
|
10
|
28/30
|
20
|
8
|
|
16
|
40
|
1000
|
114
|
112
|
15
|
29/31
|
25
|
8
|
|
17
|
40
|
1000
|
114
|
119
|
15
|
30/32
|
25
|
9
|
|
18
|
40
|
1000
|
114
|
126
|
15
|
31/33
|
Bonus Motive
|
25
|
9
|
19
|
40
|
1000
|
114
|
133
|
15
|
32/34
|
25
|
10
|
|
20
|
40
|
1000
|
114
|
140
|
15
|
33/35
|
25
|
10
|
Cruiser
Size – The Cruiser’s
size is one step larger than the mechanic’s size.
Dimensions
– The base dimensions of the cruiser are 10 ft. wide, 10 ft. long, 5 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the cruiser’s actual size.
Type – Cruisers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the cruiser are +0 Piloting for the control roll, and -3
attack (–5 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the cruiser’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Cruisers
provide improved cover to the driver and/or passengers. This can be increased
to full with mods.
Damage - All vehicles
have a collision attack. It’s damage and DC are decided by the rules in the
Core rulebook. The Size Chart shows the correct modifiers for that damage and
DC based on size.
Each cruiser’s speed, HP, Hardness,
EAC and KAC are shown on the Cruiser Chart, and are based on
level. EAC and KAC are further modified by the Size Chart.
Systems
– Each cruiser gains the indicated systems at the appropriate level on the
Cruiser Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The
number of points of payload you have available to spend is equal to the amount
indicated on the Cruiser Chart, modified by the number indicated on the Size
Chart.1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed, half-cover
seat. This may be upgraded to improved cover for an additional point, modify
this by the payload number on the size chart for larger passengers (use size of
passenger rather than size of vehicle).
- 5 points for a normal interior passenger
seat, modify this by the payload number on the size chart for larger passengers
(use size of passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger-controlled weapon must be
designated as either a turret (360 degree fire arc) controlled by an exposed
passenger, or a sponson turret, which can fire in a 180 degree fire arc on the
side it is mounted controlled by an internal passenger. Passenger controlled weapon
mounts cost points equal to the weapon’s bulk+2. You cannot have more
passenger-controlled weapon mounts than you do passengers.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hardness
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
15
|
450
|
51
|
10
|
5
|
13/15
|
Autocontrol, Master
Control
|
30
|
1
|
2
|
15
|
450
|
51
|
20
|
5
|
14/16
|
30
|
1
|
|
3
|
15
|
450
|
51
|
30
|
5
|
16/18
|
30
|
2
|
|
4
|
20
|
600
|
68
|
40
|
5
|
17/19
|
Autopilot
|
30
|
2
|
5
|
20
|
600
|
68
|
50
|
7
|
18/20
|
30
|
3
|
|
6
|
20
|
600
|
68
|
60
|
7
|
19/21
|
40
|
3
|
|
7
|
20
|
600
|
68
|
70
|
7
|
20/22
|
40
|
4
|
|
8
|
25
|
750
|
85
|
80
|
7
|
22/24
|
Hover
|
40
|
4
|
9
|
25
|
750
|
85
|
90
|
10
|
23/25
|
40
|
5
|
|
10
|
25
|
750
|
85
|
100
|
10
|
24/26
|
40
|
5
|
|
11
|
25
|
750
|
85
|
110
|
10
|
26/28
|
50
|
6
|
|
12
|
30
|
900
|
102
|
120
|
10
|
27/29
|
50
|
6
|
|
13
|
30
|
900
|
102
|
130
|
15
|
28/30
|
50
|
7
|
|
14
|
30
|
900
|
102
|
140
|
15
|
29/31
|
50
|
7
|
|
15
|
30
|
900
|
102
|
150
|
15
|
30/32
|
50
|
8
|
|
16
|
30
|
900
|
102
|
160
|
15
|
31/33
|
Antigrav
|
60
|
8
|
17
|
35
|
1050
|
119
|
170
|
20
|
32/34
|
60
|
9
|
|
18
|
35
|
1050
|
119
|
180
|
20
|
33/35
|
60
|
9
|
|
19
|
35
|
1050
|
119
|
190
|
20
|
35/37
|
60
|
10
|
|
20
|
35
|
1050
|
119
|
200
|
20
|
36/38
|
60
|
10
|
Hauler
Size – The Hauler’s
size is two steps larger than the mechanic’s size. Haulers may increase their
size with
Dimensions
– The base dimensions of the Hauler are 5 ft. wide, 10 ft. long, 7.5 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the Hauler’s actual size.
Type – Haulers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the Hauler are -2 Piloting for the control roll, and -4
attack (–6 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the Hauler’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Haulers
provide improved cover to the driver and/or passengers. This can be increased
to full with mods.
Damage - All vehicles
have a collision attack. Its damage and DC are decided by the rules in the Core
rulebook. The Size Chart shows the correct modifiers for that damage and DC
based on size.
Each Hauler’s speed, HP, Hardness,
EAC and KAC are shown on the Hauler Chart, and are based on
level. EAC and KAC are further modified by the Size Chart.
Systems
– Each Hauler gains the indicated systems at the appropriate level on the Hauler
Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts and even Expansion Bays are purchased
with Payload points. The number of points of payload you have available to
spend is equal to the amount indicated on the Hauler Chart, modified by the
number indicated on the Size Chart.
- 1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed,
half-cover seat, modify this by the payload number on the size chart for larger
passengers (use size of passenger rather than size of vehicle). This may be
upgraded to improved cover for an additional point.
- 5 points for a internal passenger seat,
modify this by the payload number on the size chart for larger passengers (use
size of passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger-controlled weapon must be
designated as either a turret (360 degree fire arc) controlled by an exposed
passenger, or a sponson turret, which can fire in a 180 degree fire arc on the
side it is mounted controlled by an internal passenger. Passenger controlled
weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more
passenger-controlled weapon mounts than you do passengers.
- Haulers may also purchase starship
expansion bays at a cost of 25 points per expansion bay slot it takes up. They
may not purchase any expansion bay that has size requirements.
- They may also purchase a Hangar Bay that
can carry 1 vehicle 1 size category smaller than it, or 2 that are 2 size
categories smaller, or 4 that are 3 size categories smaller, etc. This costs 25
payload.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hard
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
10
|
300
|
34
|
20
|
5
|
16/18
|
Autocontrol, Master
Control
|
50
|
1
|
2
|
10
|
300
|
34
|
40
|
5
|
17/19
|
50
|
1
|
|
3
|
10
|
300
|
34
|
60
|
5
|
18/20
|
50
|
2
|
|
4
|
10
|
300
|
34
|
80
|
7
|
19/21
|
50
|
2
|
|
5
|
15
|
450
|
51
|
100
|
7
|
20/22
|
50
|
3
|
|
6
|
15
|
450
|
51
|
120
|
7
|
22/24
|
Autopilot
|
75
|
3
|
7
|
15
|
450
|
51
|
140
|
10
|
23/25
|
75
|
4
|
|
8
|
15
|
450
|
51
|
160
|
10
|
24/26
|
75
|
4
|
|
9
|
15
|
450
|
51
|
180
|
10
|
26/28
|
Hover
|
75
|
5
|
10
|
20
|
600
|
68
|
200
|
15
|
27/29
|
75
|
5
|
|
11
|
20
|
600
|
68
|
220
|
15
|
28/30
|
100
|
6
|
|
12
|
20
|
600
|
68
|
240
|
15
|
29/31
|
100
|
6
|
|
13
|
20
|
600
|
68
|
260
|
20
|
30/32
|
100
|
7
|
|
14
|
20
|
600
|
68
|
280
|
20
|
31/33
|
100
|
7
|
|
15
|
20
|
600
|
68
|
300
|
20
|
32/34
|
100
|
8
|
|
16
|
25
|
750
|
85
|
320
|
25
|
33/35
|
150
|
8
|
|
17
|
25
|
750
|
85
|
340
|
25
|
35/37
|
150
|
9
|
|
18
|
25
|
750
|
85
|
360
|
25
|
36/38
|
Antigrav
|
150
|
9
|
19
|
25
|
750
|
85
|
380
|
30
|
38/40
|
150
|
10
|
|
20
|
25
|
750
|
85
|
400
|
30
|
39/41
|
150
|
10
|
Vehicle Mods
Motive System Replacement
– You may replace your vehicle’s motive system with another type, replacing it’s
land speed with either a Water (surface) speed, or replace it’s land speed with
a swim or flight speed at half its original land speed.
Motive System Addition
– At a cost of 2 mod slots you may add an additional motive system. You may add
a swim speed at half your primary motive system speed, or you may add a burrow
speed at 1/10 your primary motive system speed. You must have the enclosed mod
before you can select this one.
Enclosed
– Your cruiser or hauler becomes fully enclosed, giving the driver and all
interior passengers full cover.
Oil Slick – As
a standard action you pay activate this oil slick and trail grease behind your vehicle.
This fills all spaces your vehicle leaves until the end of your next turn with
a grease that functions like the grease spell. Any vehicles that move into a space
filled with grease must make a piloting check or lose control. The DC of this
check is equal to the DC for your mechanic’s tricks. This may be used once
before needing to be refilled. This mod may be taken multiple times. It gains an
additional use before needing to be refilled for each additional time it is
taken.
Smoke Screen -
As a standard action you pay activate this smoke screen and trail smoke behind
your vehicle. This fills all spaces your vehicle leaves until the end of your next
turn with a smoke that functions like the fog cloud spell. Any vehicles that take
a race action inside the smoke screen must make a piloting check or lose
control and crash. The DC of this check is equal to the DC for your mechanic’s
tricks. The smoke also covers the vehicle deploying it, and its passengers. This
may be used once before needing to be refilled. This mod may be taken multiple
times. It gains an additional use before needing to be refilled for each additional
time it is taken.
Missile
Rack – A concealed rack designed to carry and launch independent
missiles targeted at another vehicle’s motive system. It can be filled by up to
4 of any missile ammunition a personal weapon might use. Once per turn as a
standard action the driver may trigger one of these missiles to fire at a
target within sight making a normal ranged attack. Any damage dealt to another
vehicle with one of these forces it to make a piloting check DC 15+(1.5 x Level)+the
amount of damage dealt to the vehicle. Failing this check causes the vehicle to
go out of control.
Towing Hitch and Reinforcements – This
hardpoint is sufficient to allow the cruiser or hauler to tow another vehicle
up to one size category larger than itself. This mod may be taken multiple
times, each one increasing the size of vehicle you may tow by one size
category. If you go past colossal size, you may tow grounded starships.
Comm System –
This is a planet-wide comm system on a huge or smaller vehicle. Or a
system-wide comm system on a gargantuan or larger vehicle.
Junk – When a nearby
technomancer tries to cast a junk spell they may deal 1d10 damage to this
vehicle to provide the necessary bulk of junk material for the spell. If this
vehicle gains the broken condition, its driver must make a piloting check DC 15+Level
or the vehicle will explode dealing 1d10 damage per level to everything and
everyone within 5 ft. plus 5 ft per size category larger than large. While the
broken condition remains, this check must be passed each time the vehicle takes
damage. Gain your level in extra payload.
Enhanced Sensors
– The cruiser or hauler gains a sensor suite that can allow the crew to make
perception checks using its senses. The range is 100 ft per size category. This
mod may be selected multiple times. Each time it is selected choose from one of
the following senses: Darkvision, Blindsense (Vibration), Blindsense (Heat).
Sense Through
– You must have selected enhanced sensors before selecting this. The vehicle’s
enhanced sensors gain the sense through ability an can penetrate barriers.
Breach – After the
pilot makes a successful ram action against an object with a hull or wall, if
the rammed object has the broken condition, the breacher’s pilot can use a
swift action to activate cutting lasers, drills, claws, or other devices
mounted on the front of this vehicle. These devices create a hole in the rammed
object up to 8 feet in diameter, allowing creatures to pass freely from the
breacher into the breached object.
Reinforced Ramming Frame
– A specially designed frame, kinetic dampeners, or other technology prevents
this vehicle from taking damage when its pilot performs a successful ram
action.
Autopilot Proficiency Module – Your Autopilot becomes proficient with one weapon type and can spend a standard action operating that weapon if it is not currently operating the vehicle.
Autopilot Skill Module – Your Autopilot becomes trained in one skill, with a bonus equal to the skill bonus equal to the skill bonus an AI would have. The vehicle's computer tier is considered 1/2 of it's level for this purpose.
Manipulator – Install an armature on your cruiser or hauler with some form of gripping mechanism. It is capable of holding and lifting items equal to two steps lower than the vehicles size. It can be used for a variety of purposes from working with salvage to loading cargo.
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